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March 27, 2015
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March 27, 2015
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Updates » Production
With Walking Dead in the rearview, Campo Santo focuses on the future 1
by Phill Cameron [02.02.15]
We talk to Campo Santo founder Sean Vanaman on leaving Telltale, securing funding and managing the expectations after The Walking Dead.
Console/PC, Indie, Design, Production, Business/Marketing

Road to the IGF: Kevin Regamey's Phonopath Exclusive 1
by Alex Wawro [01.30.15]
As part of our ongoing Road to the IGF interview series with nominees, Power Up Audio co-founder Kevin Regamey explains how he built the award-nominated audio puzzle game Phonopath and why.
Indie, Audio, Design, Production, Exclusive, Video, IGF

Don't Miss: The making of Elite 5
by Staff [01.30.15]
Elite co-creator David Braben shares the motivation behind and genesis of the genre-defining space flight sim, which stood against industry demands for another arcade-patterned game.
Console/PC, Programming, Design, Production

Catch Croteam's Talos Principle postmortem at GDC  
by Staff [01.30.15]
GDC officials confirm Alen Ladavec and Davor Hunski, CTO and CCO (respectively) of Croteam, are delivering a postmortem of development on their IGF award-nominated game The Talos Principle at GDC 2015.
Console/PC, Indie, Design, Production, GDC

Get an inside look at The Long Dark and This War Of Mine at GDC  
by Staff [01.30.15]
GDC officials highlight great GDC 2015 talks from the developers of This War Of Mine and The Long Dark about the art of making great indie games.
Console/PC, Indie, Design, Production, GDC

Cook, Serve, Delicious, the final chapter: Sales, crunch, and success 7
by Gamasutra Community [01.30.15]
David Galindo returns after a year with the sixth installment of dev-log for Cook, Serve, Delicious, including Humble Bundle and Steam sales numbers, and how his free updates were created (and performed).
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing

Sleep well, come prepared, collaborate: Lessons from the Global Game Jam  
by Gamasutra Community [01.29.15]
"This year I honestly felt like I didn't learn much about the direct process of making a game, but I learned a lot more relating to everything else that plays a supporting part in game development."
Indie, Production

Creating a user-generated chain story: A Global Game Jam postmortem  
by Gamasutra Community [01.29.15]
Lessons learned when one developer worked through his fears to create Escalate! -- a collaborative storytelling game where the next person to pick up the game branches its story and adds their own touch.
Console/PC, Indie, Design, Production

Horror in the Making: How Red Barrels outlasted Outlast 7
by Philippe Morin [01.29.15]
Development of Red Barrels' Outlast was as intense -- and at times as horrifying -- as the game itself. Studio co-founder Philippe Morin writes about the ups, downs, and ultimate success of the survival horror game.
Console/PC, Design, Production

5 'small but important' tips gleaned from the Global Game Jam 1
by Gamasutra Community [01.28.15]
"Realizing these aspects of game jams helped us a lot, so maybe it will help you too," writes Donald Kooiker, Global Game Jam participant from two-person team Duckbridge.
Indie, Design, Production

A clever way to handle the Global Game Jam theme, 'what do we do now' 2
by Gamasutra Community [01.28.15]
"Instead of taking the theme and trying to fit a game concept around it, we decided to literally apply the theme to the process of building the game." Find out how they did it!
Indie, Production

Get practical production tips from an EA researcher at GDC 2015  
by Staff [01.28.15]
At GDC 2015, an EA researcher offers practical advice on how you can apply player research data to your late-stage efforts to tune your game and "move the needle" to hit that perfect sweet spot.
Console/PC, Production, GDC

A diary of compromises: The process of making Girl's Flu for Global Game Jam  
by Gamasutra Community [01.28.15]
One Global Game Jam participant looks back at the process involved in creating Girl's Flu, a 2D adventure game.
Indie, Programming, Design, Production

10 tips for game jamming, fresh from the Global Game Jam 1
by Gamasutra Community [01.28.15]
After learning a lot last year, one jammer writes that "problems arose on all sides, different problems of the previous year." Here's what he learned this time around.
Indie, Production

Don't Miss: When AAA developers went indie to make Endless Space 8
by Jeff Spock [01.27.15]
Amplitude, creators of the space-based 4X indie game Endless Space, reflect on the game's journey from conception in a 4th-floor Paris apartment (no elevator) in 2011 to its final 2012 release.
Console/PC, Indie, Design, Production

Unreal Engine 4 arrives on Ouya 6
by Alex Wawro [01.27.15]
Unreal developers, take note -- you can now build Unreal Engine 4 games for the Ouya microconsole thanks to a new branch of the UE4 source code.
Console/PC, Production

Different testing approaches for mobile games 3
by Gamasutra Community [01.27.15]
An overview of what you need to know about testing your mobile game -- "a look at different mobile game testing approaches, as well as infrastructural and architectural aspects of mobile game testing."
Smartphone/Tablet, Production

The Game Outcomes Project: What great teams do 16
by Gamasutra Community [01.27.15]
The Game Outcomes Project concludes its inaugural series of posts with a summary -- one that lists 40 factors that make for great teams, ordered from most to least relevant.
Console/PC, Production

We want your Global Game Jam blogs! 1
by Christian Nutt [01.26.15]
This past weekend, the Global Game Jam took place across over 500 sites around the world. Were you a participant? Blog about your experience and your game!
Console/PC, Smartphone/Tablet, Indie, Production

Don't Miss: David Cage's Indigo Prophecy postmortem 5
by David Cage [01.26.15]
In this classic 2006 Game Developer Magazine article, Indigo Prophecy/Fahrenheit creator David Cage writes candidly about what went right -- and wrong -- during the game's development.
Console/PC, Design, Production